Posts for L4yer

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Experienced Forum User
Joined: 6/12/2006
Posts: 368
Because it isn't necessary, it's a hobby.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
It's a native 64 battery save, so if you are choosing to save don't; nobody else would have this file if played from the beginning.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
I (we?) didn't mean it was a bad idea, just it needs some refining to games you actually like heh.. or even real games.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
It's impossible to compare really, you need the exact same situation at precisely the same memory address so.. yea. If there was only a emulator developer here to say..
Experienced Forum User
Joined: 6/12/2006
Posts: 368
comicalflop wrote:
CD64 Bios GameBooster 64
heh. the CD64 is for the 64DD and gamebooster is used to play gameboy!
Experienced Forum User
Joined: 6/12/2006
Posts: 368
http://bmgcl.emuxhaven.net/n64mgcl/N64ConfigList.htm The list is mostly true for actually runs in Mupen, except for the known ones like Gauntlet Legends, DK64, Blast Corps. On another note, O.D.T. Escape... ...Or Die Trying would be interesting to see even though it's a piece of garbage.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Holy crap, that is like every game, some don't even work at all ;p Reminds me, i should probably finish MI.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Maybe not writing back to the framebuffer for EVERYTHING gives an emulator makes a slight difference in speed at some points? It could only be a miniscule difference though. I still don't believe lag (in an area where it always lags in a game) is reduced during emulation because there would have to be a special set of instructions for that event. Remember that the emulator may have more resources than the n64 does but it is still has to mimic it for the games to work.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
If it's during something being loaded then it's just general bad emulation of that certain area of the game which shouldn't be a problem since... it's loading and not ready for input sort of like in a cd/dvd game.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
AKA wrote:
I wouldn't bother with a test run other than just going just getting started right away. You have to remember that the game runs at 20 fps so you have to hold the inputs for three frames until it updates the graphics. I've requested that that all games should update the graphics everytime the frame advane button is pressed and Nitsuja said is should be relativley easy to implement.
You actually don't have to hold them down for that long, depending on the game or how much lag is occurring. 1 frame is enough for some situations - I did 1 frame input in Perfect Dark menu (when that was all that was needed) and it all entered fine, although in game it would never fly.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
A nice idea, but doesn't work too well in a three dimensional environment. Since a lot of paths in the two games are relatively (to a 2D game) varying to a high degree, a lot of the time the character in one game will be doing nothing but running into an object or going the wrong way. Compensation will have to be taken with the other character to steer them back in the right direction.. would be hard to plan out.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
What is likely happening is Mupen is getting errors from the video plugin for something that isn't being handled properly. Does your graphics card support pixel and vertex shaders 2.0? Try using v1.5.2 of the plugin and if that has no problems than the only thing to do now is get a newer card or switch to something like rice which may work correctly.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
No, the game is slower so there is more opportunity for the right input. Fixed redundant sentence above. To FODA: That isn't the case.. it is for almost all games now that they run at the same speed but Mario 64 PAL does run slower than NTSC. Not 17% slower but IT IS slower. Conversions weren't so good back then. Looks like it may actually be close to 17% slower though.. wow. http://speeddemosarchive.com/Mario64.html
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Yeah i confused myself, in an unmodified PAL game there is more time to make a correct input, not more frames. It's not too terribly much but could make a difference with rapid fire situations/precise movement.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
That's not true. The PAL/NTSC difference is 50hz/60hz or vertical interrupts which is just the right display settings for tv. Unmodified PAL games will run at 5/6 the speed of NTSC games so a game at 30 fps NTSC will be 25 in PAL. That means 20% more input frames for PAL games per second (in an unmodified game). edit: Never looked into it but it could mean just more time to make input, not sure if it's actually more frames but that would be kinda unresponsive if it was the same rate as NTSC.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
..programmer keeps 'seeing' me through the ceiling, walls, so really the whole level...have to redo the first part again, might as well since it is the only spot i can gain mission time along with the end.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
You have to encode it twice anyway if you want the sound not to be PCM which is uncompressed and huge.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Would these stairs work? [URL=http://img215.imageshack.us/my.php?image=mario1vw1.jpg][/URL]
Experienced Forum User
Joined: 6/12/2006
Posts: 368
I don't think what FODA is doing is just his ideas, the route for 16 stars is going to be almost exactly the same even if someone else does it because it is what most would perseve and believe is fastest. There really isn't that much choice in it, just different techniques.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
You should really be using glide64 instead of gln64 since i don't think it is recommended for this game like in oot. Specifically for the motion blur.. should get rid of what you are describing but i can't view it because it desyncs at the jump at the very beginning (which is likely a corrupted savestate..).
Experienced Forum User
Joined: 6/12/2006
Posts: 368
The person that showed interest in this game is already doing a similar one currently.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
I know that would get the best mission time but would take longer in real time. I'd have to wait about 40 seconds at the beginning (probably more since i would descend the building at a faster rate) then use 30? to skip the guy's text and i'm sure nobody wants to see repeated pauses.. whatever works. Redoing the level for mission time, don't know when it will get done because the programmer is the main factor but there are a lot of factors involved.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Nice, i think? The boring movie tag is right but it was done well as far as i can tell.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
edit: New .m64 that finishes level in 2:00 and close to that in real time. Defection It only would have taken about 45 seconds to get to where i did if i used the regular strat (55s-10s at the beginning) so sub 1:00 is possible but not in this case.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
JXQ wrote:
The day that this site becomes SDA's little tool-assisted bitch will be a sad day. And that's where it's headed.
because of 1 game? The power of oot compels you.
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